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DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.tw/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2018-03-07 00:00:00Z and 2018-03-08 00:00:00Z
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@heinrich5991 you have to ask fokkonaut, I don't know if the server is public or not
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its private
06:44
Heinrich I already wrote you a private msg on discord
08:20
Hey. I have a question. Is it possible to cut antiping from ddnet and insert it into another client?
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well its open source so idk why not
08:22
would be a bit of work tho
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I used to know how to do it, but now I just forgot
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$ gcc --version gcc (GCC) 7.3.0 [...]
10:50
anyone else have this so we could check how reproducable ddnet is?
10:50
building twice on the same machine with the same build system (ninja/make) seems to produce the same results
10:50
only in release mode
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ChillerDragon 2018-03-07 11:19:28Z
i only have 4.9.2 doesnt apt-get update update this automatically?
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yeah, but distributions ship different versions
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(i.e. it's normal that different distributions have different versions)
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7.3.0 is ridiculously new 😛
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ChillerDragon 2018-03-07 11:41:32Z
i have no higher version than 4.x on any of my machines .-.
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[quakenet] <Learath2> heinrich5991: 907ec62d3a205f49fb62f1572d75c6d9 DDNet
11:55
[quakenet] <Learath2> is what I get as the md5sum on my machine
11:55
[quakenet] <heinrich5991> md5sum. really :D
11:55
[quakenet] <heinrich5991> ninja/make?
11:55
[quakenet] <Learath2> I couldn't think of anything else :P
11:55
[quakenet] <Learath2> make
11:55
[quakenet] <heinrich5991> sha256sum is the one btw
11:55
[quakenet] <Learath2> gcc (Gentoo 7.3.0 p1.0) 7.3.0
11:55
[quakenet] <Learath2> not sure if gentoo injects a couple patches tho
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[quakenet] <Learath2> 0c14e3c212d65d8f42b800092d615d9337d7d062e88cfc573b6eaba0afac8736 DDNet is the sha256sum btw
12:07
[quakenet] <heinrich5991> yea, different hashs for me
12:07
[quakenet] <heinrich5991> I guess that was a wild idea anyway
12:07
[quakenet] <heinrich5991> we haven't even compared the libs etc. we're linking
12:09
[quakenet] <Learath2> well I most definitely should get a different one
12:10
[quakenet] <Learath2> I compiled everything on this system from scratch, every single one of those would have to be completely reproducible aswell for us to get exact same builds
12:10
[quakenet] <Learath2> actually no, forgot about dynamic linking, stupid
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Whenever DDNet client crashes in fullscreen mode I cant do nothing while it running (in my case I cant start debugging it) because game is topmost and hides everything behind of it. Anyone know the way of hiding such windows without closing? (btw closing is not easy also). Win 10 (edited)
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justabutterflier 2018-03-07 12:39:01Z
i know the way
12:39
😃
12:39
i too have this problem.
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can you share your solution please?
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justabutterflier 2018-03-07 12:48:16Z
1280x1024. as i know, you russian. it's so or i stupid?
12:49
o
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how do you debug fullscreen DDNet when you can't see your debugger because DDNet stays on top?
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justabutterflier 2018-03-07 12:49:31Z
ahaah
12:49
paradox
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you guys must be kidding me. Thats what I talking about. I need to hideout the window (edited)
12:50
or any other solution
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a troll would answer: I have 1920x1080 (sorry, couldn't resist)
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He already did this answer
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DDNet crashes rarely, so I dont want change my graphics settings, thats why I`m looking for another solution
12:55
yes, heinrich, I cant see nothing instead of DDNet
12:57
today I had crash on loading stage, what never ever occurs before (few years of using DDNet)
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@BannZay have you tried borderless window?
12:59
got another crash, but its not topmost anymore
12:59
well, I`ll take this solution. Thx heinrich
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Got the same problem
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CTRL+ALT+DEL -> Taskmanager -> then you can create a new virtual dekstop -> move debugger into the new virtual desktop -> debug
14:11
14:11
this symbol
14:11
you can only press windows key on your keyboard after opening the CTRL+ALT+DEL view for some reason
14:13
ALT/WINDOWS+TAB might work too (edited)
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The broadcast timer is marked as unimportant and it won't overwrite if there was another broadcast sent less than 6 seconds ago. So vanilla clients won't miss any important news c:
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@ChillerDragon maybe add the 6 seconds as an option
16:53
that can be modified?
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ChillerDragon 2018-03-07 16:54:46Z
though about it
16:54
i like config vars c:
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imo its always good
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ChillerDragon 2018-03-07 16:54:56Z
but thought ddnet dislikes it
16:55
i think its the other way around
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ChillerDragon 2018-03-07 16:56:26Z
great
16:56
ill add one
17:03
uhm
17:03
@Ryozuki halp i need a commit name
17:04
im trying to improve my commit messages but all i can imagine sound ugly
17:06
well i add a random name then
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@deen got a solution for the crashes?
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@fokkonaut I was at work all day
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okay
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BTW: i tested with vanilla and it never crashes
17:59
its just ddnet and ofc on ddnet based
18:00
o.o
18:00
its vanilla too
18:01
but: just when you really spam the keys i mentioned before. on ddnet 11.0.3 you messed something completely up and its crashing almost always without even doing something
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we need to get 11.0.3 back to 10.8.6 😄
18:47
710d061 Ignore Makefiles generated by the CMake Make ... - heinrich5991
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github should really add ff merging...
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rebase merging is alsmost the same 😉
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[quakenet] <deen> @fokkonaut I don't understand what that server is doing specifically btw. How is it different from just changing map? Is the source code available somewhere?
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the source is not available and the thing is, its not a normal map chanhge, something is just commented out or something like this. He doesnt want to tell anyone, but he made it to be a normal change now, its working slow but its working
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how is the behaviour any different then a map change?
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probably not waiting for answers?
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answers?
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not following the protocol, anticipating what the client will send and already sending the answers to that as well
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sounds useless tbh...
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sounds like reducing RTT
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a tile performing a map change sounds useless as a whole aswell
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oh wow
19:43
you're so unimaginative 😛
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it'll just take everyone to a new map
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or the server has support for handling multiple maps
19:44
😉
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doubt it, if he hacked that toghether he'd be able to run ddnet in a debugger 😄
19:45
but yeah, with that it could be cool
19:46
@heinrich5991 is ddnet/ mapping turing complete? 😄 (edited)
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huh? not in a way that I know
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I was wondering could one build a computer using switches, doors, tees and stuff
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hmmmmm
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lost story 2 crashes last ddnet client when opengl 3.3 enabled
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@Deleted User are you jupeyy on github? ^
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I think so 🙂
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@Learath2 its a tile that only sends you to another map. yes the server has multi map.
20:03
you can also Watch in spec over the other map
20:04
and he deleted somehthing in the change to make it Switch faster, and that caused crashes at some point (11.0.3 extremely)
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[quakenet] <Learath2> should add that to the list of things i'll build someday just to have it open source
20:06
[quakenet] <deen> @fokkonaut Well, figure out what he deleted, that's the cause...
20:06
[quakenet] <deen> probably some data structure isn't initialized yet
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he doesnt want to tell me nor anyone else
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[quakenet] <Learath2> then he should grab a debugger and figure it out himself...
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@Learath2 why u want to make this opensrc?
20:08
The problem only appears on Windows so he Cant debug it
20:09
isn't that the blocker source
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[quakenet] <Learath2> I don't know tbh, I derive some pleasure by open sourcing others work by replicating it, information should be free and all
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y why
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jao yes its the src
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open source is ❤
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[quakenet] <Learath2> could one of you grab a copy of it? I can't download from google drive from this computer
20:12
[quakenet] <Learath2> open source is unsustainable unless you are a tech giant like google
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@Learath2 the server of him is based on vanilla. damage is off by default. If you shoot with ur gun everythings nice. as soon as you Switch the map and shoot gun again it predicts weird, kind of it thinks that you have jetpack on. Can u fix it?
20:13
ofc vanilla Client doesnt have that preditction
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[quakenet] <Learath2> I never touched any of the prediction code, not my thing
20:14
[quakenet] <Learath2> it being vanilla makes sense though, I doubt it'd be easy to do the multi map with the spaghetti that is the ddnet source :P
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can someone remap this lost story2
20:24
it uses quad layers that are 27000x4800 big
20:25
i guess thats why it crashes
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the limit is 2billion bytes
20:25
which is roughly 9.4kx9.4k
20:26
i doubt somebody needs more tiles ever xd
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apparently kintaro does
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where
20:26
the map is just bad mapped
20:27
he clipped the layers
20:27
the game layer is only around 5kx1k
20:27
oh not even
20:27
2k x 600
20:27
XD
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@Deleted User why did it work before? 🙂
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wait so why does it crash actually, it's well below the limit
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i reduced the ram usage
20:28
and since opengl 32 bit only supports native pointer size
20:28
it would be around 4 billion
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why is it 32 bit only
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the 32 bit opengl is 32 bit
20:29
because it uses native pointer sizes
20:29
it's just made like that bcs it makes sense somewhere
20:29
well i can double the size again
20:29
but that would add 4 bytes more on system ram
20:30
np for normal 64 bit users
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no probnlem i guess?
20:30
:)
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learath
20:30
well it's somewhere ram waste
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anyways, is it even okay to go around breaking maps? 😛
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easiest would be to use #pragma
20:30
but heinrich appearently saw its not standard
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@Deleted User you say you reduced ram usage – why did it work before and now it doesn't? because of reduced address bits?
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you can pack things without pragma
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@heinrich5991 yes
20:31
i use 1 bit of the pointer
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@Deleted User pragma doesn't reduce space
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so it doesnt add 4 bytes
20:31
well pragma push
20:31
pack(push, 1)
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on what struct?
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means 1 byte alignment
20:32
on maplayer.h the tile visual info
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STileVisual?
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mh actually just the tilelayers have to be fixed
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that's 4 bytes
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yes
20:33
4 bytes = 2 billion bcs 1 byte is used
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#pragma(pack) doesn'T change that it uses 4 bytes
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with 4 billion would be double the size for the pointer, but 4 bytes more for the boolean at normal alignment
20:34
#pragma pack(push, 1)
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yes, that
20:34
it doesn't change the size of that struct
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u have to add a boolean
20:35
since i would need 1 byet more
20:35
but at normal alignment that would be 4 bytes
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ah
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i mean the map probs doesnt load on 32 bit anyway xD
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can someone try with 32 bit and the old rendering?
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probs only 32 bit users are windows and that limits the ram to 2-3 gb
20:36
well with old renderer maybe
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which map was it?
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i can test it fast
20:37
lost story 2
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@Deleted User maybe one could use the least significant bit of the offset?
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am i not doing it?
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you're using the most significant one
20:38
resulting in only half the address space being available
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mhh yeah
20:38
probably works
20:38
since the number is even
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\o/
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still these maps are using much ram bcs of bad mapping
20:40
even with the old renderer it takes ages to load
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it's not really bad mapping if it achieves something different
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I thought it was needlessly big?
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maybe an abuse of mapping
20:41
idk how it achieves the effect or if it legitimately needs the huge space but it is quite a different map
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but when the game layer is so small
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what layer is so bad mapped in lost story 2?
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why would there be a tilelayer be so big
20:41
dunno there are so many
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give an example 😄
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its fact
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EXAMPLE 😄
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i cant prove it it must be like that xD
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90% of the layers have zero width xD
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literally zero or figuratively zero?
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most are mapped good*
20:45
but i cant find the fucking map layer
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its probably the chapter images
20:46
group 43 - 47 (edited)
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sure it's not pleasent to edit and sure our tools might not be good enough to edit it but I'm pretty sure every layer is needed to achieve the effect
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mhh
20:46
then it would be a different bug
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then i don't understand what u mean xd
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but it works with an old client heinrich?
20:47
with ogl3?
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#56 also has huge clipping values
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i think they dont mean anything
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ok the debugger say
20:55
its crashing somewhere else xd
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i'll just commit the fix with the font manager soon xd
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anyone else getting startup crashes under windows sometimes?
22:20
@heinrich5991 u maybe?
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I'm not using windows
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mh
22:21
i even get crashes with the official release sometimes
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that might be part of the problem – few of the devs use windows
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rip
22:23
how can u code without vs ;~;
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vs is a nice editor, but it doesn't run on linux
22:26
nowadays I use vim
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u defs have 2 lifes
22:26
with vim xD
22:26
you need 2 lifes xD
22:27
it crashes at mem_alloc
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sounds like memory corruption
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and somehow destroys the pointer of the first memory header
22:28
yeah, but if valgrind doesnt report it under linux, that makes it strange
22:28
since vs and mingw both crashing sometimes
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have you tried it in valgrind?
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no but deen said nothing suspecious
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ah
22:30
good
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actually i got that crash since 10.x anywhere around that
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yea, sounds like buffer overflow or so
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but now its the first time it happened in debug mode
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or use-after-free
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yes
22:30
but at startup already xD
22:31
well gonna see if i find anything
22:31
i just don't trust SDL
22:31
its buggy shit
23:11
nemo: 2:16 – look at what crazy shit ppl map
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a freeze jump?
23:13
+ the hook?
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no, move right after falling through freeze
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thats freeze jump
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and move right after jumping through the freeze again
23:14
I would've though that freezejump included jump? 🙂
23:14
u mean the thing after freezejump?
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and before it
23:14
not that special tho
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as said in #general – I've never seen it before
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ryozuki ♥
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the deepfly technique is harder than that small tricks
23:15
imo
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what other maps use it
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freeze jump is very common
23:18
the other thing, u usually do it for fun
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i mean the glitch through the 1 tile freeze
Exported 294 message(s)